feat: add game state manager scripts

This commit is contained in:
cuqmbr 2022-03-18 19:08:06 +02:00
parent 3038a884cb
commit aaf5499db1
8 changed files with 742 additions and 16 deletions

View File

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public enum GameState
{
Enter,
Menu,
Game,
GameOver
}

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using System;
using UnityEngine;
public class GameStateManager
{
//Make a singleton to be able to easily access game state manager from any script
private static GameStateManager _instance;
public static GameStateManager Instance
{
get
{
if (_instance == null)
_instance = new GameStateManager();
return _instance;
}
}
//Current game state
public GameState CurrentGameState { get; private set; }
//Create a delegate and event to be able to easily react on change of game state from any script
public event Action<GameState> OnGameStateChange;
public void ChangeState(GameState newGameState)
{
if (newGameState == CurrentGameState) return;
CurrentGameState = newGameState;
OnGameStateChange?.Invoke(newGameState);
Debug.Log($"Game state changed to {CurrentGameState}");
}
}

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using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class GameStateManagerController : MonoBehaviour
{
[Tooltip("Selected state will be applied when the game starts or on the button press")]
public GameState ChangeToState;
private void Awake()
{
//Change game state to selected in inspector state when the game starts
GameStateManager.Instance.ChangeState(ChangeToState);
}
private void OnApplicationQuit()
{
//Change game state back to entry state when exiting playing mode
GameStateManager.Instance.ChangeState(GameState.Enter);
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(GameStateManagerController))]
class GameStateManagerControllerEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
var gameStateManagerController = (GameStateManagerController)target;
if (gameStateManagerController == null) return;
//Custom button to change game state from inspector during runtime
if (GUILayout.Button("Change State"))
{
if (Application.isPlaying) GameStateManager.Instance.ChangeState(gameStateManagerController.ChangeToState);
}
}
}
#endif

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